﻿//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
//using Unity.Entities;
//using Unity.Rendering;
//using Unity.Transforms;
//using Unity.Collections;

//public class MainGame : MonoBehaviour
//{
//    /*public static TerrianQuadTree testQuadTree;
//    public static EntityManager testManager;

//    public static ValueChange testValueChange = new ValueChange();
//    public static List<ColliderInfo> colliderInfoQue = new List<ColliderInfo>();

//    public static bool waitForDelete = false;
//    public static List<Chunk> chunkList = new List<Chunk>();


//    public static List<TerrianAPI.ID> overlapList = new List<TerrianAPI.ID>();*/
//    //public static List<Collision2D>();

//    //public static Chunk testChunk;

//    // Start is called before the first frame update
//    private void Awake()
//    {
//        testManager = World.DefaultGameObjectInjectionWorld.EntityManager;
//        VoxelStatic.Init(testManager);
//        //testChunk = new Chunk(new Vector3(0, 0, 0));
//    }
//    void Start()
//    {
//        /*GameObject a = Resources.Load<GameObject>("CC");
//        GameObject.Instantiate(a);
//        Invoke("DeleteIt", 5);*/
//    }

//    void DeleteIt()
//    {
//        //GameObject toDel = GameObject.FindGameObjectsWithTag
//    }
//    // Update is called once per frame
//    /// <summary>
//    /// 清空变化队列，清空碰撞队列
//    /// </summary>
//    void Update()
//    {
//        StartCoroutine(ClearQues());
//    }
//    IEnumerator ClearQues()
//    {
//        yield return new WaitForEndOfFrame();
//        colliderInfoQue = new List<ColliderInfo>();
//        testValueChange = new ValueChange();
//    }
//}
